So the next map is set in the urban nightlife, complete with thuggish Marauders and rap music. You control a marauder named Cool Down, a cool guy who does cool things. There's a problem though...
...I can't figure out what to fill the map with. I've got the beginning and the ending hashed out. It's currently set up kind of like the Mechanic where its reminiscent of Metroid. The map looks like a downtown area with several structures and alleyways you can look around. I've got a parking lot, a small bar, and a totally not walmart. Basically I need some suggestions to get the creative juices flowing. If someone inspires me I'll work their name into it so that Cool Down can kill you. Feel free to be completely ridiculous as well, as this is Marauders.
As far as I know, thats just how it is when using a morph ability with a command card after the first. It could be fixed by putting everything on the first card, but theres not enough space for them and the standard buttons.
I suggest to recude probes building time, this mission is all about a-clicking not about difficulty, so i think you should reduce a lot the probe's building time
You normally will be able to make 3 at a time, like at the end. The first 3 parts are just about showing off each third of the armada.
The Khala high templar's ability "phase" doesn't work
You can only use it on buildings
Purifier zealot doesn't have respawn
It was overpowered with it. The button tooltip mentions that it cant either.
Electrodisk's "Electro Burst" ability doesn't work
It's point blank. Will make this clear in the button
On the last part of the mission i can't build khala units, since khala probes can only probe purifier pylons and assimilator
wat? You sure you were selecting the right probes? I played it right before the upload and made everything fine.
Why there are not attacks on my base? To keep a bit of pressure i mean, i feel like the difficulty on the last mission went a bit too low, especially considering how OP my awesomerauders are :)
To learn how to use the three parts in unison. So that you can take your time.
Bane Mother not being on army is intentional. You lose if she dies, and its usually not a great idea to send her to the front lines. She's really slow.
The map expands to the right once you find a certain area. I think that's what you're missing.
The new miner is way more balanced than the MCUs were in traditional starcraft mining. In the traditional style, they mined so fast that you'd have a surplus of resources on every map they were in. It's all due to the fact that they have instant movement acceleration, unlike SCVs, Drones, and Probes. In any case, the new system is supposed to emulate Command and Conquer. I've been slowly transitioning to it with all 3 parts of Kaboom Baby. You maaaay or may not have noticed, it's not extremely obvious.
Thanks for your feedback man. I actually tried most of your suggestions about Kaboom Baby 3 before releasing it. My main focus was the Hybrid smacking down the gates, and the fortress-like walls. The Hybrid defending itself, your base getting attacked, and big reinforcements for the Hybrid all made the the map very binary. You would lose your capped army once to defenders or the Hybrid and wouldn't be able to take it down before you lose. The map is on a 38 minute timer if i remember correctly (not too long not too short, the previous two could drag out for almost an hour if you aren't on point with your army comp). Having base attacks were also binary due to the size of the map necessary for the Hybrid. You either lose your whole base if your army is attacking the Hybrid, or you spam 50 turrets. No real challenge or strategy there, unlike part 2.
The 3 parts were also supposed to get easier and easier as the Marauders won more battles. Part 3 was more annoying than anything with those elements, so again, removed.
I actually did change mission 2 a little with the area where Bob is. It now has way less impalers on the cliffs. Rising Tide was indeed supposed to be hard. That's also why its endless.
The strat i used was to make a ton of workers up front, making sure to redirect them away from attack waves. The attack waves usually come from one or two sides at a time, and Yogg-Saron always shows up where the attack is coming from. I got to about 40 in-game minutes before i called it quits.
I am surprised you liked Marauding that much. On my personal list, its near the bottom with only Firejumpers being lower.
For my maps, open the file directly. The editor will open and the map will load (takes a bit). If all you get is empty terrain, open it again.
Ignore any messages or windows that pop up.
On the toolbar near the top and to the right, theres a green SC2 icon. Click on it and the map will load into SC2. The icon is called "Test map" when highlighted.
I never really got much feedback after the first map except from my man DEFILERRULEZ. I'm also open to any map ideas as long as marauders can be shoehorned into it.
So the next map is set in the urban nightlife, complete with thuggish Marauders and rap music. You control a marauder named Cool Down, a cool guy who does cool things. There's a problem though...
...I can't figure out what to fill the map with. I've got the beginning and the ending hashed out. It's currently set up kind of like the Mechanic where its reminiscent of Metroid. The map looks like a downtown area with several structures and alleyways you can look around. I've got a parking lot, a small bar, and a totally not walmart. Basically I need some suggestions to get the creative juices flowing. If someone inspires me I'll work their name into it so that Cool Down can kill you. Feel free to be completely ridiculous as well, as this is Marauders.
@JayborinoPlays: Go
As far as I know, thats just how it is when using a morph ability with a command card after the first. It could be fixed by putting everything on the first card, but theres not enough space for them and the standard buttons.
@DEFILERRULEZ: Go
As for everything else, I'll look into it.
@DEFILERRULEZ: Go
I might use it for the next map. It's just a texture swap of the mercenary marauder anyhow.
So Dark Souls 3 is coming out in a couple of days...
Map dev may or may not slow down due to this.
I'll try to get the next map out before then though. It's basically done.
@DEFILERRULEZ: Go
Bane Mother not being on army is intentional. You lose if she dies, and its usually not a great idea to send her to the front lines. She's really slow.
I think that would only cause problems for most people. You would never be able to use f2 if you have any mecharauders mining.
@DEFILERRULEZ: Go
The map expands to the right once you find a certain area. I think that's what you're missing.
The new miner is way more balanced than the MCUs were in traditional starcraft mining. In the traditional style, they mined so fast that you'd have a surplus of resources on every map they were in. It's all due to the fact that they have instant movement acceleration, unlike SCVs, Drones, and Probes. In any case, the new system is supposed to emulate Command and Conquer. I've been slowly transitioning to it with all 3 parts of Kaboom Baby. You maaaay or may not have noticed, it's not extremely obvious.
@DEFILERRULEZ: Go
Top right, You gotta look for him. Look in the editor if you really can't find him.
It's easy so that you can get used to the new gathering system which will be used from now on.
@EDHRIANO: Go
Yes. The text right under the Battlestation says so, as does the project page.
@DEFILERRULEZ: Go
Thanks for your feedback man. I actually tried most of your suggestions about Kaboom Baby 3 before releasing it. My main focus was the Hybrid smacking down the gates, and the fortress-like walls. The Hybrid defending itself, your base getting attacked, and big reinforcements for the Hybrid all made the the map very binary. You would lose your capped army once to defenders or the Hybrid and wouldn't be able to take it down before you lose. The map is on a 38 minute timer if i remember correctly (not too long not too short, the previous two could drag out for almost an hour if you aren't on point with your army comp). Having base attacks were also binary due to the size of the map necessary for the Hybrid. You either lose your whole base if your army is attacking the Hybrid, or you spam 50 turrets. No real challenge or strategy there, unlike part 2.
The 3 parts were also supposed to get easier and easier as the Marauders won more battles. Part 3 was more annoying than anything with those elements, so again, removed.
I actually did change mission 2 a little with the area where Bob is. It now has way less impalers on the cliffs. Rising Tide was indeed supposed to be hard. That's also why its endless.
The strat i used was to make a ton of workers up front, making sure to redirect them away from attack waves. The attack waves usually come from one or two sides at a time, and Yogg-Saron always shows up where the attack is coming from. I got to about 40 in-game minutes before i called it quits.
I am surprised you liked Marauding that much. On my personal list, its near the bottom with only Firejumpers being lower.
For my maps, open the file directly. The editor will open and the map will load (takes a bit). If all you get is empty terrain, open it again.
Ignore any messages or windows that pop up.
On the toolbar near the top and to the right, theres a green SC2 icon. Click on it and the map will load into SC2. The icon is called "Test map" when highlighted.
Haha, I did. Pretty great. He caught the exact reactions i hoped people would when they played it.
Sup folks, I'd like some feedback on Marauders! It's got 10 maps so far, with the most recent addition coming after a 2 year hiatus.
Instead of copy/pasting the entire project description, heres the page: http://www.sc2mapster.com/maps/marauders-orbital-drop/
I never really got much feedback after the first map except from my man DEFILERRULEZ. I'm also open to any map ideas as long as marauders can be shoehorned into it.
Have some pictures: